Deconstruction of Character Creation and Game Modeling of Skill Systems in RM.

 

Peter’s recent blog, RMU – to infinity and beyond, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.

Rather than add more comments to Peters blog post, I thought I would take this topical opportunity to discuss the base modeling of the RM skill system (and other game systems too). As I did with BASiL, my own rewrite of Character Law (I named it SWARM) started with a complete deconstruction of the RM rule set. It’s an ongoing process and even now I’m tinkering and rethinking things based on comments here by Peter, Hurin and ITD. I’m going to discuss my own solutions, but the point here is to examine the underlying principles of the skill system, not argue for my own resolutions.

There are 5 basic rule mechanisms that are used in the RM skill system: Stats, Development Points, Skill Costs, Skill Rank Bonus and Profession Skill Bonus.

  1. A standard RPG/game trope, Stats quantify a PC’s various physical and mental traits—the basis of the character make-up. In RM stats are then used to determine “Stat Bonuses” which are added to the appropriate skills. While there is disagreement about the need for actual stats, everyone agrees with and understands the nature of stat bonuses—it is a measure of a characters “Natural Aptitudes and Abilities”.
  2. Development Points. DP’s are “coinage”—used to purchase skills by rank. In RM, DP’s are variable and based on a select group of Stats, while in RMU characters are given a fixed amount. Either way, Development Points are modelling the “Capacity to Learn”.
  3. Skill Costs. In both RM and RMU skill costs are driven by a PC’s profession. Some argue that Professional Skill Costs are a product of formative learning channels, aptitudes or learning paths. This is an argument for WHY there are Profession Skill Costs—but this is not an argument on what Skill Costs ARE. Skill Costs are a measurement of “Profession Aptitudes” & “Time & Effort” to learn a skill.
  4. Skill Rank Bonus. The Skill Rank Bonus progression basically remains unchanged from RM to RMU; for each rank, there is a subsequent, cumulative bonus that is added to your total. Skill Rank Bonus models a “Learning Curve”.
  5. Profession Skill Bonus. Finally, each Profession is given pre-assigned Skill Bonuses based on the characters Profession. In RM it was a level bonus and in RMU it’s a per rank bonus. The is modeling “Profession Aptitudes”.

The first and foremost problem I see here is that Profession Skill Costs is modelling two separate distinct factors: professional aptitudes AND time and effort. The second is that Profession Skill Bonuses are then duplicative; they are both modelling Profession Aptitudes. Personally, I think that’s sloppy game mechanics—it would simpler to just adjust Profession Skill Costs and eliminate the Profession Skill Bonus. Reducing the cost of a skill is the same as giving a profession skill rank bonus.

Ultimately, the simplest measure to test is: Total Skill Bonus/DP’s spent. Adding layers of complexity to model the same effect (Profession Aptitudes) is pointless.

I think it’s a cleaner solution to make each mechanism discrete unto itself, rather than have several game devices that only serve to reinforce professional tropes. Here would by my suggestion for RMU using Professions:

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. The same skill costs for all professions—this is modelling how hard it is to learn a particular skill or lore. Skill costs can vary by skill but NOT by profession.
  4. Skill Rank Bonus. Learning Curve.
  5. Profession Skill Bonus. Profession Aptitudes.

This solution provides distinct functions of each rule component—no duplication. Plus, Profession Skill Bonuses allow for easier to understand Profession distinctions and an easier process for creating new Professions. You no longer have to assign skill costs by Professions— and you can be more aggressive on the total Bonuses per Profession. Giving a Fighter +4 bonus/rank for 1 Hand Edge is a real differentiator and results in the same outcome as giving them a low skill cost. Plus, this solution eliminates huge charts of professional based skill costs as well.

If, like me, you are using NO PROFESSION you might want to try my solution which is slightly different.

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. Skills all cost 5* with +1 cost per extra rank per level with unlimited advancement. (the +1 resets each level—this measures the law of diminishing returns).
  4. Skill Rank Bonus. Bell Curve. I use a 1,2,3…9,8,7,6….1,1,1 progression. This keeps low level characters from maxing out the cost/bonus curve of important skills.
  5. Variable Skill Bonus. Rather than Skill Bonuses assigned by Profession I give players +6 in bonuses to assign as they see fit. This option models “talents” or “knacks” and gives players more flexibility and customization of their characters outside the profession paradigm.

In the final argument, having Profession Skill Costs and Profession Skill Bonuses is redundant and unnecessary.

For summary:

Mechanism/System RM RMU Suggested Solution (when using Professions)
Stats Natural Aptitudes & Abilities. Natural Aptitudes & Abilities. Natural Aptitudes & Abilities.
Development Points Variable Learning Capacity Fixed Capacity to learn Optional – Variable or Fixed
Skill Costs Professional Aptitude & Time and Effort Professional Aptitude & Time and Effort Time and Effort (same costs for all Professions)
Skill Rank Bonus Learning Curve – Decreasing Learning Curve – Decreasing Learning Curve – Decreasing
Skill Bonus Professional Aptitude Professional Aptitude Professional Aptitudes – Enchanced